July 13, 2010

DRAW PHASE!

Today, I will be discussing the Draw Phase.

There are several misconceptions regarding the draw phase, and hell, for that matter, every phase. Some people misread, some people cant read, and some people are just stupid.

So lets clear up some rules regarding the game, starting with the start of the turn: the Draw Phase.

So first, if theres nothing on the field, what happens during this phase?

During the draw phase, the turn player draws a card, and proceeds to attempt to end the phase...

Thats it?

Yeah.


In the game, there is only one card that is allowed to construct chain blocks BEFORE the draw, but there are a few cards that have their effects kick in before the draw(either in the form of continuous effects or non quick effects), that card being King of the Abyss, Diablos.

In the situation of several King of the Abyss, Diablos existing on the same side of the field, they will form a single chain, chaining to each other.

Cards such as Hinokagutsuchi will have their effects kick in, but will not form a chain block.

But lets get going to the actual breakdown of the draw phase, shall we?

First, the start of the draw phase, but before the draw.

This is where cards that depend on the "start of the turn" or "start of the draw phase" kick in.

EG: Cyber Demon or Destructive Draw.
Note that both these cards cause you to draw AFTER your normal draw, and cause chain blocks to happen.
However, determining whether these effects happen at ALL is determined before the draw.

Cards such as Freed that change your draw will also occur at this time. However, these dont cause a chain block.

YOU CANNOT ACTIVATE CARDS BEFORE THE DRAW, (Except if Diabolos is messing around and you chain to that)

Then, the actual draw.

For those who are idiots, its compulsary.

Also note that this is the timing when you lose.

Hence, you can have 0 deck, start your turn, and still somehow win... But no cards in existance allow you to do that so far. You need a card that does damage to the opponent "At the start of your turn".
Or you can bank on the opponent having a Diabolos, and chaining to that... and winning.

During this timing, right after the draw(but not "After the draw chain"), cards such as Silent Magician gain their magic counters, and Virus cards peek and destroy cards.


After the draw:
This is a timing which you are allowed to activate quick effects. Cards such as D-Hero Dasher, Will of the Bonkotsu, and Forceful Drop Off can be activated, as well as cards in general. This timing is also used for cards such as Royal Decree and Macro Cosmos.

Oh, and this is the first legal timing you are allowed to activate Trap Dustshoot. Hence, anytime people end their first turn and open trap dustshoot, its to stop confusing YOU before you make some rule breaking screw up, and it means "I activate dustshoot after your draw so I can screw you over proper".

Learn it. Get used to it. It will happen to you.

This is also the timing of ALL "Draw 1 more card" cards out there. With the SOLE exception of Cards of Light.


"I want to end my draw phase" step.
The final part of the draw phase. As with all ending phase routines go, your opponent and you pass priority until both of you pass, then the chain resolves... if theres a chain at all.
If both players pass priority where there is no chain, the game goes onto the next phase.

You can activate all sorts of random cards at this timing, giving they have met their activation requirements.

And a bit of tournament trivia:

After your draw, you CANNOT shuffle your hand until the "I want to end my draw phase" step.
This is to prevent abuse with cards such as Dasher, Drop Off, etc.

Also, if it really matters, dust shoot activated during the "after the draw" chain can determine the card drawn.

One way to avoid problems is to have the card you drew held in another hand until the end of the draw phase.

If you really want to be picky and nasty in big tournaments, you can use this to your advantage: Warn your opponent during the first time they do it, warn them a second time(make sure to sound annoying so they ignore your warning just to get to you), and the third time, call the judge, reveal the drop off/drastic drop off in your SIDE deck, and walk away with a match/game win.

Not that you should need to, because the opponent is stupid enough to not know the rules.

\*End Script
\*-Soliel

4 comments:

  1. "Hence, you can have 0 deck, start your turn, and still somehow win... But no cards in existance allow you to do that so far. "

    Final Countdown?

    ReplyDelete
  2. That is sad and wrong. Funny thing is I have seen people do it and win cause people assume and don't wanna care and get *SMACKED* by a game/match loss cause of it.

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  3. final coundown doesnt win at the draw phase. It wins at the "Start of the Turn" which is before the draw phase(but doesnt start a chain block).

    Besides: A final countdown activated on your turn will count that as turn 1, and hence 20 belongs to your opponent, and final countdown will cause you to LOSE at the start of the turn.

    ReplyDelete
  4. Also, Hino-Kagu-Tsuchi works like Diabolos too.

    ReplyDelete